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LethalDose said:
You could just as easily spend those symbol resources to apply the short term effects I think you're looking for, instead of using them on activating a crit. Some easy examples include:
I think I misspoke: I don't think inflicting strain as a listed way of expending advantage on attack rolls. At least I don't see it listed in RAW.
I don't want to derail Boehm's question/comment, but I'm curious what the community thinks of adding an option to spend attack roll advantage to cause strain damage on the target.
-WJL
"All models are wrong, but some models are useful."
-George E.P. Box, Ph.D.
"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."
Albert Einstein, Ph.D.
LethalDose said:
Overall, I like the crit system. I generally dislike "Roll on table X" mechanics, but it's rarely used in this game, so I can deal with it. The minor crits are, just that, minor. They have short term effects listed with each result. Their long term effects are the cumulative +10 penalty (bonus?) to future crit rolls, which makes the more permanent results possible. Otherwise, the incremental crit system represents player choice and risk, which is also good. When players get wounded, they have the option to bug out or take the risk of more severe crits. I'm sorry you see this as "making life misserable for PCs without actually killing or seriously disabling them." Further, separating [most] NPC damage mechanics and PC damage mechanics allows for a more cinematic game. I think its a good change, because it allows the GM to provide faceless minions without having to worry about tracking critical injuries or status effects on each individual… god what a nightmare that can be in other games.
I'm not sure what the "everyone will tell me how wrong I am" is about. And sorry if I misinterpreted the source of your issue with the mechanism. If I missed it, let us know where the problem is.
-WJL
No worries - Im just used to feel misunderstood :p my point was that I DO think the crit system works great when applied against the PCs but when applied against henchmen and nemesis a lot of the results feel (even high level ones) feel rather 'mehh' … I would just like to see some of the trauma wounds atleast apply a lose next maneuver or drop item or something to atleast have an immediate impact as well …as it is often talents like lethal strike feel rather useless …whereas against the PCs its a feared ability …I just mean that whether a stat loss is permanent or not doesnt really matter much to a henchman ;)
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LethalDose said:
about. And sorry if I misinterpreted the source of your issue with the mechanism. If I missed it, let us know where the problem is.
-WJL
I do value your feedback, your comments are always constructive, so even if we dont fully agree on everything I appreciate it 
Our WFRP campaing (on hold): 'Edge of the Storm' javascript:void(0);/*1329413582683*/
Our EotE SW campaign (just starting): 'Smuglers Delight' www.obsidianportal.com/campaigns/57238
seadaily said:
You have a point, Deanruel, and as I said, I know its too late to make such sweeping changes to combat.
If I were to give a more realistic change I'd like to see in combat, it would be how successful hits are handled against PCs (and important NPCs). The way minions and other enemies are handled works great, they should be dropping like flies, but I just don't think the way wounds are handled is very true to the source. I understand that wounds represent minor bruises and scrapes, but it still doesn't feel very Star Wars-y to me.
I guess the way I'd rather handle most successful 'hits' against PCs is more or less what Advantage is already doing. A successful 'hit' should seriously hamper a PC, but more dealing with the narrative I guess. When a PC is actually hit it should be something dramatic, which could be handled by a critical hit, not just a minor scrape or burn and a few Wounds. I'm not precisely sure how to handle this while keeping it separate from what Advantage is doing, or maybe combining them for enemies. Critical hits would still be possible by spending advantage.
Don't get me wrong, I still want combat to be dangerous, I just don't feel the largest threat should be from physical injury. I certainly want the players to feel a sense of impending doom when they're in combat. Perhaps successful hits would not only provide some immediate hindrance to the character(s), but also build up some kind of doom track as well that would more or less mean the bad guys won this round. For example, once the end of the track has been reached, the stormtroopers get enough reinforcements to be overwhelming and the PCs are captured, or they wasted too much time fighting over the contraband that the authorities showed up and now the PCs have to run and leave the goods or risk getting arrested.
To distill my viewpoint a bit, I just feel the danger to PCs in combat (and there should be plenty of danger) should only rarely come as physical injury, such that most hits on PCs should impose some other detriment besides injury.
I actually agree with *both* view points of this issue. Wounds, as descriptively represented, are near-misses and bruises. They should come off fairly quickly. Critical Hits, on the other hand, should take a while, especially the stuff in the orange and red zones (and some of the yellow zone).
My recommendation would be to double the natural rest healing rate to 2/night, but still only allow the Resilience check to recover from one Critical Injury per full week of rest. That takes care of the bruises and scrapes quickly enough, but the continued threat of Critical Injuries (including the persistent +10 cumulative modifier on future Critical Injury rolls That gets your characters back on their feet pretty quickly if they've just been knocked about a bit, but keeps combat dangerous, because the subtle, lasting effects of continually getting beat up will linger, and picking up an orange or red critical will mean you're going to be seriously hurting until you get genuine medical attention.
Lightsaber: Is it an elegant weapon from a more civilized age, dangerous Jedi paraphernalia,the galaxy's best utility knife?
Slaunyeh said:
Donovan Morningfire said:
Ah yes, the game where the character with the highest life expectancy was the one with the highest movement rate.
And the lowest perception score. ;)
True, true. I ran a one-shot for some friends, and the doctor kept missing the checks that would let her see the nasty beasties. Right up until the moment that one materialized, and nearly one-shotted the two toughest bad-asses in the group. You've never *seen* a group run (or limp!) away from a fight so fast in your life!
Lightsaber: Is it an elegant weapon from a more civilized age, dangerous Jedi paraphernalia,the galaxy's best utility knife?
LethalDose said:
LethalDose said:
You could just as easily spend those symbol resources to apply the short term effects I think you're looking for, instead of using them on activating a crit. Some easy examples include:
I think I misspoke: I don't think inflicting strain as a listed way of expending advantage on attack rolls. At least I don't see it listed in RAW.
I don't want to derail Boehm's question/comment, but I'm curious what the community thinks of adding an option to spend attack roll advantage to cause strain damage on the target.
-WJL
I like the idea.
Logic states that it would require physical damage.
If a critical hit can dismember someone then damage is implied. Some of te critical hits could be determined as cuncussive force or disorientation which would not require damage, However a good majority of the more dangerous criticals imply injury.
In the beginning the Universe was created.
This has made a lot of people very angryhas been widely regarded as a bad move
I love this game so far. I have been playing WFRP off and on for years. I think EofE takes the best parts of that system and put it in an great setting.
Concern: This rule set I think will have a problem I have seen before in other campaigns. If you want to kick ass in combat you will be good at little else, to be good at skill encounters you will suck in combat. Players with skill oriented characters will get depressed in combat encounters. Players who kick ass in combat get board in skill challenges. Generalist are second rate at everything.
Suggestion: Make many attributes and skills have uses in combat. Some of this is already in the rules. The doctor has Stem Application talent. The leader has Inspiring Rhetoric and Field Commander talent. More of this would keep everyone engaged in all the encounters. For example:
Weapon: MM9 wrist rocket: Computer guided missile is mounded on the wrist. When making range attacks use commuters skill instead of ranged (light) skill. You may spend a maneuver to program the missile and ignore cover. (Computers, dam 8, crit 3, encumbrance 3, range medium, limited ammo 1, stun setting, 1500 credits + 100 credits per missile)
Talent: devious maneuver: You may as an action distract or confuse your opponent. Disconnect the power pack of his blaster, knock him off balance, throw sand in his eyes or convince him you have a thermal detonator. Must be within short range. Roll a opposed cunning test. If you succeed your opponent loses he next action. If you succeed with two triumphs you negate his defense for the next round.
Bones made an interesting point. I could be reasonable to attach skill checks to some of the maneuvers. This would be an easy way to introduce some
Some problems/concerns this could cause:
Not all these are major issues, but they are merit concern when discussing including them in the system.
-WJL
"All models are wrong, but some models are useful."
-George E.P. Box, Ph.D.
"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."
Albert Einstein, Ph.D.
just some more input on autofire from a test last night.
For the test I pitted the same three characters against an average joe Henchman with an autofire gun while they carried normal guns. The range was medium and each character had cover and was aiming as their maneuver. Each character had 4 Agility and 2 ranks of Ranged combat. We did 5 quick combats. Twice one PC suffered a critical wound, once two of them did, once they suffered no casualties, and one time on some poor rolling from the PC's the Henchman wiped out the party. We did 5 more combats with the Henchman adding 2 difficulty dice and attempting to walk fire from one target to the next and the extra difficulty dice really made a difference, Once the Henchman took down two of the PC's but the other 4 times they beat him unscathed.
This was a short little test and certainly not conclusive in any way, but the PC's certainly felt cheated when they would be incapacitated in one action. Don't get me wrong I like games with lethal combat I think it adds realism, but auto fire is extremely, extremely strong. I would recommend limiting it to a small number of extremely cumbersome weapons, as well as increasing the activation costs. Even if you make it the same as Linked you are still going to get double hits that will one shot PC's. Granted it is really handy for mowing through minions but that is easy enough to do already and then can make combat trivial for the PC's.
Granted any combat challenge can be too hard for the PC's however it is my feeling that Autofire is too abundant and common and should be something rare and scary they run into and shouldn't be used as a method to turn encounters into an exercise of shooting fish in a barrel for the PC's as that also can reduce the excitement of the game if things are too easy.
Without Signature
About auto-fire: What about making it even more difficult? instead of adding 1 difficulty die when attacking with auto-fire, you add 2 (perhaps one of them being a challenge die be default), and then a setback die for walking fire - or keep walking fire at another difficulty die, either way its 3 extra dice in total, which greatly reduces the chance for activation of extra hits on many opponents, and 2 for hitting minions or the one target.
Either way I would increase the cost to 2 advantages - (and)/or lower the damage of auto-fire weapons.
I have another question about auto-fire: the use of this quality must be declared yes? Since it requires +1 difficulty die I assume that it cannot be activated during a normal attack.
"What about the future…? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."
AUTOFIRE - my revised suggestion
* Upgrade difficulty by 1 (to give a chance of a dispair - ei. hitting innocent bystanders or shooting yourself in teh face etc.)
* Gain 2 boost dice (its easier to hit 'something' when spraying lots of bullits around)
* 1 advantage to hit additional targets ('2' if targets are prone or in heavy cover)
* Suppression: use advantages to add setback to whole 'engagement' rather than just single targets
* Additional success adds +2 to damage rather than usual +1
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Thoughts: I have a bias against larger weapon in this setting. Weapons larger than the blast rifle rarely appeared in the movies. Large guns complicate roll playing. It is hard to convince someone you come in peace while trying to conceal a gun the size of your leg. I would like to see the blast pistol reasonably competitive with the heavy blast rifle even if that compromises realism.
Concern: In my tests the extra difficulty of Auto fire plus cumbersome makes the heavy blast rifle reasonably balanced for a starting character. In the hands of a character with high agility, skilled in range (heavy) skill plus a good brawn the damage of Auto fire weapons explodes to double the damage of the same character with smaller weapons.
Idea: No extra difficulty die and always effects all targets in an engagement (friend of foe). Start with low damage (like 8). Each extra success does +2 damage to one target in the engagement. Critical hits or other affects from advantages effect one target hit of players choice. You may spend an advantage to cause one target to upgrade the difficulty of attacks made next round by one due to suppressive fire. Advantages can activate suppresive fire even on a miss.
Bones1968 said:
Idea: No extra difficulty die and always effects all targets in an engagement (friend of foe). Start with low damage (like 8). Each extra success does +2 damage to one target in the engagement. Critical hits or other affects from advantages effect one target hit of players choice. You may spend an advantage to cause one target to upgrade the difficulty of attacks made next round by one due to suppressive fire. Advantages can activate suppresive fire even on a miss.
I would worry that your recommendation, while valid, doesn't fit with what the devs have recently said about AF:
FFG_Sam Stewart said:
(emphasis THEIRS, not mine)
I'd be concerned the devs would find your recommendation both complicated and not worthwhile. Further, I think you've reiterated some ideas that don't work well and were responded to in the equipment thread.
Suppression always gets mentioned. Because of how suppressive fire works, I think it should be a separate action, not an advantage option. I can't remember if other individuals on the forum agreed with this in multiple previous posts, or if it was from one vocal individual who got banned. It's also something I think belongs in a game with a tactical/strategic focus, like I suspect Age of Rebellion will be.
Finally, one the one hand I would like to see more difficulty upgrades instead of increases, since the upgrade mechanic seems to be a woefully underutilized mechanic. The other hand, the upgrade mechanic is rather 'borked' at the current time.
So, until we show AF fundamentally doesn't work as its written (I think it fundamentally DOES work), lets stop trying to fundamentally rewrite the mechanic. At the current time, we should be focused on changes to activation costs, penalties, roll interpretations, etc that go into or come out of AF activations.
-WJL
"All models are wrong, but some models are useful."
-George E.P. Box, Ph.D.
"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."
Albert Einstein, Ph.D.
LethalDose said:
Bones1968 said:
Idea: No extra difficulty die and always effects all targets in an engagement (friend of foe). Start with low damage (like 8). Each extra success does +2 damage to one target in the engagement. Critical hits or other affects from advantages effect one target hit of players choice. You may spend an advantage to cause one target to upgrade the difficulty of attacks made next round by one due to suppressive fire. Advantages can activate suppresive fire even on a miss.
I would worry that your recommendation, while valid, doesn't fit with what the devs have recently said about AF:
FFG_Sam Stewart said:
(emphasis THEIRS, not mine)
I'd be concerned the devs would find your recommendation both complicated and not worthwhile. Further, I think you've reiterated some ideas that don't work well and were responded to in the equipment thread.
Suppression always gets mentioned. Because of how suppressive fire works, I think it should be a separate action, not an advantage option. I can't remember if other individuals on the forum agreed with this in multiple previous posts, or if it was from one vocal individual who got banned. It's also something I think belongs in a game with a tactical/strategic focus, like I suspect Age of Rebellion will be.
Finally, one the one hand I would like to see more difficulty upgrades instead of increases, since the upgrade mechanic seems to be a woefully underutilized mechanic. The other hand, the upgrade mechanic is rather 'borked' at the current time.
So, until we show AF fundamentally doesn't work as its written (I think it fundamentally DOES work), lets stop trying to fundamentally rewrite the mechanic. At the current time, we should be focused on changes to activation costs, penalties, roll interpretations, etc that go into or come out of AF activations.
-WJL
I think auto-fire works, but I think it's fundamentally too powerful, especially given the other statistics assigned to auto-fire capable weapons.
The *least* dangerous auto-fire weapon has Damage 10. If, for example, you were to roll a net 4 successes and 2 advantage (I actually just rolled that), your attack would deal up to 39 points of damage to a single target, or 26 & 13, or 13, 13, & 13. That's a *lot* of damage in this system. Even a target with a Soak of 5 would take 24 points of damage from that attack if it were all focused on that single target.
My recommendation would be to add a challenge die for difficulty, and double the advantage cost or require a scaling number of advantages to activate auto-fire (1 for the first additional hit, 2 for the second, 3 for the third, etc.). Maybe even, provide an addendum that you can't 'hit' the same target more than once, or at least that it costs extra to do so, but then it starts getting complicated.
Maybe just make it so that, with auto-fire weapons, you can use an advantage as a single, unsoakable, point of damage that you can dish out to another target in the same range band?
Lightsaber: Is it an elegant weapon from a more civilized age, dangerous Jedi paraphernalia,the galaxy's best utility knife?
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